;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Naval Powers,       4,-2,  U1,  nil, 0, 1    ; AFl
Colonial Powers,    5, 1,  U1,  nil, 0, 1    ; Alp
All Powers,         3,-2,  nil, nil, 0, 1    ; Amp
Minor Powers,       4, 1,  U1,  nil, 0, 1    ; Ast
Armed Forces,       4,-1,  Amp, nil, 3, 2    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Mono-Plane,         4, 1,  Uni, nil, 2, 3    ; Ban
Twentieth Century,  4, 0,  Amp, nil, 3, 3    ; Bri
Fishing Fleet,      6,-1,  Amp, nil, 3, 3    ; Bro
Electricity Gen,    5, 0,  Amp, Bri, 0, 3    ; Cer
Central Bank,       5,-1,  Cur, Bri, 1, 3    ; Che
Machine Tooling,    4,-2,  Cur, Cer, 0, 3    ; Chi
Naval Fighter,      4, 1,  Inv, Phi, 0, 0    ; CoL
Super Battleship,   5,-1,  Eng, Cmp, 1, 0    ; CA 
Magnetic Recording, 5,-1,  Cur, Cer, 2, 3    ; Cmb
Second RussoJap War,5, 0,  U1,  nil, 0, 1    ; Cmn
Modern Carrier,     4, 1,  Inv, Phi, 1, 0    ; Cmp
B-17 F Fortress,    6,-1,  U3,  Chi, 1, 2    ; Csc
Comfort Women,      4, 0,  Tra, Phi, 3, 0    ; Cst
Sub Hunters,        5, 0,  Las, Alp, 1, 0    ; Cor
Public Education,   4, 1,  Amp, nil, 3, 3    ; Cur
South Dakota Class, 6, 1,  Iro, U3,  1, 2    ; Dem
Catalytic Cracking, 4, 1,  Chi, Cmb, 0, 3    ; Eco
War In Europe,      4, 0,  U1,  nil, 0, 1    ; E1 
Indoor Plumbing,    4, 1,  Bri, nil, 3, 3    ; E2 
Magnetron,          4, 0,  Chi, AFl, 2, 3    ; Eng
Penicillin Factory, 3, 1,  E2,  U3,  2, 3    ; Env
TBD Devastator,     4, 0,  Mys, NP,  0, 2    ; Esp
Anti-Colonialism,   5, 0,  Cmp, MT,  3, 0    ; Exp
F-4F Wildcat,       6, 0,  Mys, Hor, 0, 2    ; Feu
New Medium Bomber,  4,-1,  Gen, X3,  0, 0    ; Fli
China,              3,-2,  U1,  nil, 2, 1    ; Fun
Fall of Singapore,  3, 0,  U1,  nil, 2, 2    ; FP 
Torpedo Bomber,     3, 2,  Cmp, E1,  0, 0    ; Gen
Tripartite Pact,    4, 1,  E1,  MT,  0, 1    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
SBD Dauntless,      6, 0,  Mys, Iro, 0, 2    ; Hor
Japanese Isles,     6, 0,  U1,  nil, 3, 0    ; Ind
Imp Japanese Navy,  6, 0,  Mon, nil, 2, 0    ; Inv
War in Asia,        5,-1,  U1,  nil, 0, 1    ; Iro
Synthetic Fibre,    4,-1,  Eng, Eco, 0, 3    ; Lab
Radar,              4, 0,  Eng, Lab, 2, 3    ; Las
B-24 Liberator,     5,-1,  Feu, Cor, 0, 2    ; Ldr
Arcadia Conference, 7, 0,  Iro, MT,  0, 1    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
U.S. Aid,           4,-1,  X1,  Las, 2, 2    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Highway,            4, 1,  U3,  nil, 1, 3    ; Mas
New Fleet Carrier,  5, 0,  Gue, Gen, 1, 0    ; MP 
Morale Program,     4,-1,  Rep, MT,  3, 2    ; Mat
Civilian Duty,      4, 0,  Rep, MT,  3, 3    ; Med
New Torpedo Bomber, 6,-2,  MP,  Gen, 0, 0    ; Met
New Dive Bomber,    4, 1,  MP,  X3,  0, 0    ; Min
Barracks Sold,      6,-1,  no,  no,  3, 3    ; Mob
Japanese Empire,    5, 1,  U1,  nil, 3, 0    ; Mon
War Propoganda,     5, 1,  Cer, E2,  3, 3    ; MT 
P-40 WarHawk,       4, 0,  Ban, Eco, 0, 2    ; Mys
New Medium Carrier, 6,-1,  X3,  Gen, 1, 0    ; Nav
New Fighter,        6,-2,  Las, MP,  0, 0    ; NF 
Maritime Training,  3, 0,  Mat, Med, 1, 3    ; NP 
Mobilization Law,   6, 1,  Mon, nil, 3, 2    ; Phi
F4-U Corsair,       4,-1,  Feu, Cor, 0, 2    ; Phy
TBF Avenger,        4, 1,  Esp, Lit, 0, 2    ; Pla
SB2C Helldiver,     6, 0,  Hor, Rob, 1, 2    ; Plu
Carden-Lloyd Mk VI, 4, 0,  U1,  nil, 3, 2     ; PT 
Iowa Class,         5, 0,  Dem, Pla, 1, 2    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
B-29 S Fortress,    5, 0,  Ldr, Plu, 1, 2    ; RR 
New Pacific Fleet,  6, 0,  NP,  Ref, 2, 2    ; Rec
Force 136,          7, 0,  Mag, FP,  2, 2    ; Ref
Pearl Harbour,      3, 1,  U1,  nil, 1, 2    ; Rfg
Allies,             5, 1,  U1,  nil, 0, 2    ; Rep
Essex Class,        5, 0,  Iro, U3,  1, 2    ; Rob
Independence Class, 3, 0,  Rob, Dem, 1, 2    ; Roc
Surface Radar,      4, 2,  The, Nav, 2, 3    ; San
Africa Reinforce,   8, 0,  X1,  Iro, 2, 2    ; Sea
Ocean Survey,       4, 1,  nil, nil, 2, 3    ; SFl
Light Tank,         6, 0,  no,  no,  0, 2    ; Sth
Heavy Bomber,       4,-1,  NF,  Nav, 0, 0    ; SE 
Carrier Era,        4,-1,  U1,  nil, 0, 1    ; Stl
Oil Embargo,        4, 1,  U1,  nil, 0, 1    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Kamikazi Tactics,   3, 2,  Stl, CA,  2, 0    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Imp Japanese Army,  4, 2,  Mon, nil, 2, 0    ; Tra
Except Japan,       5, 1,  U1,  nil, 0, 1    ; Uni
Animation Films,    2, 0,  U3,  nil, 3, 3    ; War
Atlantic Air Travel,4, 0,  Rep, nil, 1, 3    ; Whe
National Radio,     2, 0,  Rep, nil, 1, 3    ; Wri
Cold War Techs,     1, 0,  Las, Lab, 3, 3    ; FT 
Unique,             3, 0,  U2,  nil, 1, 1    ; U1 
Never,              3, 0,  no,  nil, 0, 0    ; U2 
USA,                3, 0,  U1,  nil, 1, 2    ; U3 
British Empire,     3, 0,  U1,  nil, 2, 2    ; X1 
Trade Ministry,     3, 0,  U1,  nil, 3, 0    ; X2 
Dive Bomber,        3, 0,  Cmp, E1,  0, 0    ; X3 
Burma Road,         3, 0,  U1,  nil, 2, 1    ; X4 
Crown Jewel,        3, 0,  U1,  nil, 2, 2    ; X5 
I Shall Return,     3, 0,  U1,  nil, 1, 2    ; X6 
US Invaded,         3, 0,  U1,  nil, 1, 2    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Commander in Chief,       18, 0,    Amp,
Military Base,             4, 1,    Ato,
Food Rationing,            6, 1,    Exp,
Cinema,                    4, 1,    Cer,
Bank,                      8, 1,    Che,
Public School,             8, 1,    Cur,
Kempei Tai HQ,             8, 1,    Mon,
Fortifications,            8, 0,    Amp,
Electricity Grid,          8, 2,    Cer,
Material Rationing,       12, 3,    Lab,
News Agency,              12, 3,    MT, 
Research Facility,        16, 3,    Cmb,
Mass Transit,             16, 4,    no, 
Army Brothel,              6, 1,    Cst,
Telephone Exchange,       20, 3,    Chi,
Wartime Production,       20, 4,    Eng,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Coffee Breaks,             9, 4,    Med,
Hydro Plant,              24, 4,    no, 
POW Labour,               11, 2,    Exp,
Stock Exchange,           16, 4,    no, 
Hospital Network,         12, 2,    E2, 
Collective Farms,          8, 3,    Mas,
Merchant Supplies,        20, 5,    NP, 
Research Lab,             16, 3,    no, 
Early Warning Network,    10, 2,    Las,
Coastal Battery,           8, 1,    Alp,
Refinery,                 24, 2,    Eco,
Fishing Wharf,             6, 1,    Bro,
Dockyards,                16, 3,    Bri,
Airport,                  16, 3,    no, 
Mail Centre,               3, 2,    Mat,
Naval Base,                8, 3,    Alp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
War Bonds,                60, 0,    nil,
Operation Jaywick,        20, 0,    Ref,
The Commonwealth,         20, 0,    X1, 
The Four Zaibatsu,        20, 0,    Ind,
BlindFire Radar,          20, 0,    San,
Great Library,            30, 0,    no, 
Asia Coprosperity Sphere, 30, 0,    Exp,
Northern Expedition,      30, 0,    Ast,
Warrior Culture,          30, 0,    Mon,
Manchukuo Regime,         30, 0,    Ind,
Black Ocean Society,      20, 0,    Tra,
Doolittle Raid,           20, 0,    Ldr,
ULTRA decryptions,         5, 0,    Sea,
Long Lance Torpedo,       40, 0,    Inv,
War Shrine,               16, 0,    The,
Lend Lease,               20, 0,    Mag,
Democratic Ideals,        40, 0,    U3, 
One Party Rule - IRAA,    13, 0,    Phi,
Oil Imports,              40, 0,    Mon,
Nazi Licensing,           20, 0,    Gue,
Statue of Liberty,        40, 0,    no, 
Anti-Comintern Pact,      30, 0,    Ind,
Henderson Airfield,       16, 0,    U3, 
Rosie the Riviter,        18, 0,    Rfg,
Manhattan Project,        60, 0,    no, 
Huge Population,          60, 0,    Ast,
Apollo Program,           60, 0,    no, 
Foreign Scientists,        5, 0,    Lit,
Divine Emperor,           60, 0,    Ind,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Operation Jaywick
Iro,        ; The Commonwealth
nil,        ; The Four Zaibatsu
nil,        ; BlindFire Radar
nil,        ; Great Library
The,        ; Asia Coprosperity Sphere
Fun,        ; Northern Expedition
MP,         ; Warrior Culture
nil,        ; Manchukuo Regime
Cst,        ; Black Ocean Society
nil,        ; Doolittle Raid
nil,        ; ULTRA decryptions
Stl,        ; Long Lance Torpedo
nil,        ; War Shrine
NF,         ; Lend Lease
nil,        ; Democratic Ideals
nil,        ; One Party Rule - IRAA
Sup,        ; Oil Imports
nil,        ; Nazi Licensing
nil,        ; Statue of Liberty
Gue,        ; Anti-Comintern Pact
nil,        ; Henderson Airfield
nil,        ; Rosie the Riviter
nil,        ; Manhattan Project
Ind,        ; Huge Population
nil,        ; Apollo Program
nil,        ; Foreign Scientists
nil,        ; Divine Emperor


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Infantry Japan,nil, 0,  2.,0,  6a,3d,  1h,1f,  4,0,  1, U1,  000000000000000
Army Reserve, X6,  0,  0.,0,  1a,5d,  5h,5f, 10,0,  1, U1,  010010000000000
Marines Japan,nil, 0,  2.,0,  7a,4d,  1h,1f,  5,0,  0, U1,  000000000000110
Infantry Brit,nil, 0,  2.,0,  6a,3d,  1h,1f,  4,0,  0, X1,  000000000000000
Marines US,   nil, 0,  2.,0,  7a,4d,  1h,1f,  6,0,  0, U3,  000000000000100
Infantry Aus, nil, 0,  2.,0,  5a,4d,  1h,1f, 10,0,  1, U1,  000000000000000
Sub Hunter,   nil, 2,  4.,2,  5a,3d,  1h,1f,  4,0,  2, Cor, 100000000000000
Unryu CVM,    nil, 2,  4.,0,  0a,7d,  1h,1f,  9,0,  2, Nav, 010000010000000
P-26,         AFl, 1,  3.,2,  3a,2d,  1h,1f,  4,0,  3, Ban, 000000000010000
Infantry,     AFl, 0,  2.,0,  5a,3d,  1h,1f,  4,0,  1, Ato, 000100000000000
Wildcat,      Phy, 1,  5.,2,  5a,4d,  1h,1f,  5,0,  3, Feu, 000000000010000
Corsair,      nil, 1,  5.,2,  7a,6d,  1h,1f,  4,0,  3, Phy, 000000000010000
Claude A5M,   CoL, 1,  4.,2,  4a,3d,  1h,1f,  4,0,  3, Tra, 000000000010000
Zero A6M,     nil, 1,  6.,2,  6a,4d,  1h,1f,  6,0,  3, CoL, 000000000010000
Frank Ki-84,  nil, 1,  5.,2,  8a,7d,  1h,1f,  7,0,  3, NF,  000000000010000
Artillery,    X2,  0,  1.,0, 10a,2d,  1h,1f,  8,0,  0, Ato, 000000001000000
Val D3A,      Min, 1,  4.,2,  9a,2d,  1h,1f,  5,0,  0, X3,  000000000000000
Flak Artillery,X2,  0,  1.,0,  4a,3d,  1h,1f,  8,0,  1, nil, 010000000000000
Kate B5N,     Met, 1,  5.,2, 12a,2d,  1h,1f,  5,0,  2, Gen, 000000000001000
Battleship Row,nil, 2,  0.,0,  5a,5d,  7h,1f, 20,0,  7, U1,  000000000000000
Jill B6N,     nil, 1,  6.,2, 14a,2d,  1h,1f,  7,0,  2, Met, 000000000001000
Dauntless,    Plu, 1,  4.,2,  9a,2d,  1h,1f,  8,0,  0, Hor, 000000000000000
Devastator,   Pla, 1,  4.,2, 12a,2d,  1h,1f,  6,0,  0, Esp, 000000000001000
HellDiver,    nil, 1,  5.,2, 11a,2d,  1h,1f,  5,0,  0, Plu, 000000000000000
Avenger,      nil, 1,  6.,2, 15a,2d,  1h,1f,  5,0,  0, Pla, 000000000001000
Jean B4Y,     Gen, 1,  3.,2, 10a,1d,  1h,1f,  5,0,  2, Inv, 000000000001000
CL Tankette,  Chi, 0,  1.,0,  6a,4d,  1h,1f,  6,0,  0, PT,  000011000000000
Akagi CV,     Cmp, 2,  4.,0,  0a,6d,  1h,1f, 22,0,  2, Inv, 010000010000000
WarHawk,      Feu, 1,  5.,2,  5a,4d,  1h,1f,  5,0,  3, Mys, 000000000010000
Judy D4Y,     nil, 1,  5.,2, 11a,2d,  1h,1f,  7,0,  0, Min, 000000000000000
Hudson,       Ldr, 1,  4.,4,  7a,2d,  1h,1f,  7,0,  0, Sea, 000000000000000
Kongo CC,     Chi, 2,  4.,0, 12a,8d,  1h,1f, 12,0,  2, Inv, 000000000000000
Nagato BB,    nil, 2,  4.,0, 14a,12d, 1h,1f, 22,1,  2, Inv, 000000000000000
SDakota BB,   nil, 2,  5.,0, 15a,13d, 1h,1f,  8,1,  0, Dem, 000000000010000
GeorgeV BB,   nil, 2,  5.,0, 16a,13d, 1h,1f, 10,1,  2, Rec, 000000000010000
Submarine,    nil, 2,  3.,0, 13a,3d,  1h,1f,  8,0,  2, AFl, 000000000001000
Peggy Ki67,   nil, 1,  6.,5, 12a,5d,  1h,1f,  8,0,  0, SE,  000000000000001
Yorktown CV,  Rob, 2,  5.,0, 20a,4d,  1h,1f, 32,0,  3, U3,  010000010010000
Essex CV,     nil, 2,  5.,0, 22a,10d, 1h,1f, 14,0,  0, Rob, 010000010010001
Independ CVL, nil, 2,  5.,0, 16a,5d,  1h,1f, 10,0,  0, Roc, 010000010010000
Illustrious CV,nil, 2,  5.,0, 24a,9d,  1h,1f, 14,0,  0, Rec, 010000010010001
WWI Battleship,Rec, 2,  4.,0, 10a,7d,  1h,1f, 14,0,  2, Sea, 000000000000000
Yamato BB,    nil, 2,  4.,0, 20a,15d, 1h,1f, 36,2,  2, CA,  000000000000000
Iowa BB,      nil, 2,  5.,0, 18a,16d, 1h,1f, 11,1,  0, Pot, 000000000010000
Nell G3M,     Fli, 1,  5.,4,  8a,2d,  1h,1f,  7,0,  0, Tra, 000000000000001
Betty G4M,    SE,  1,  5.,4, 10a,3d,  1h,1f,  8,0,  0, Fli, 000000000000001
FlyingFortress,Ldr, 1,  5.,4,  9a,3d,  1h,1f,  9,0,  0, Csc, 000000000000000
Liberator,    nil, 1,  7.,4, 10a,4d,  1h,1f,  5,0,  0, Ldr, 000000000000000
SuperFortress,nil, 1,  8.,4, 14a,7d,  1h,1f,  9,0,  0, RR,  000000000000000
Shokaku CV,   MP,  2,  4.,0,  0a,8d,  1h,1f, 16,0,  2, Cmp, 010000010000000
Infantry India,nil, 0,  2.,0,  3a,4d,  1h,1f,  8,0,  1, X1,  000000000000010
Destroyer,    nil, 2,  4.,0,  6a,4d,  1h,1f,  6,0,  2, Amp, 100000000000000
Cruiser,      nil, 2,  4.,0,  8a,6d,  1h,1f,  8,0,  2, Amp, 000000000010000
Type 97 Chi Ha,nil, 0,  1.,0,  8a,5d,  1h,1f, 12,0,  0, Tra, 000011000000000
Stuart M3,    nil, 0,  1.,0,  8a,5d,  1h,1f,  6,0,  0, Lit, 000011000000100
Taiho CV,     nil, 2,  4.,0,  0a,10d, 1h,1f, 16,0,  2, MP,  010000010000001
Merchnt Marine,nil, 2,  3.,0,  1a,1d,  1h,1f,  4,4,  0, Alp, 000000000001000
Resources,    nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  3, U1,  001000000000100
Supplies,     nil, 0,  1.,0,  0a,1d,  1h,1f, 22,0,  3, U1,  000000000000000
Jungle Raiders,nil, 0,  1.,0,  4a,2d,  1h,3f,  1,0,  0, U1,  001011000000000
Civil Defense,nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, U1,  000000000000000
Paratroopers, nil, 0,  2.,0,  6a,3d,  1h,1f,  4,0,  0, Cmn, 000000100000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 2, 5, 1,   yes, 2,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 2, 5, 2,   yes, 2,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,1,   Pln, 0, 5, 5,   yes, 2, 5,  0,  Grs,   ; For
Hills,      2,4,  1,1,0,   yes, 1,10, 0,   yes, 2,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 3,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   yes, 1,15,  0,  no,    ; Tun
Resource Area,2,2,  2,2,2,   no,  1, 0, 0,   yes, 1, 5,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0, 5, 6,   no,  0,15,  0,  no,    ; Swa
Jungle,     2,3,  2,0,1,   Grs, 0, 5, 6,   For, 0, 5,  0,  no,    ; Jun
Ocean,      1,2,  1,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Paper Mill, 2,3,  3,2,0,
Goats,      2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Weather Stn,1,2,  3,1,0,
Oil,        2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,2,2,
Trading Post,1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Lumber Mill,2,3,  1,2,3,
Copper,     2,4,  1,0,4,
Diamonds,   3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Gas,        2,2,  0,4,0,
Shale,      2,3,  3,0,4,
Spices,     2,3,  4,0,1,
Tuna,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Minister,         Ms.
Colonial,       Lt. General, Secretary Gen
Militarist,     Prime Minister,Queen
XCommunism,     Comrade,     Comrade
Nationalist,    Generalissimo,High Priestess
Neo Colonial,   Field Marshal,     Admiral
XDemocracy,     General,     President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Japanese,    Japanese,    1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Allies(W),   Allied(W),  -1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Allies(E),   Allied(E),  -1, -1,  1,     5, Admiral, Admiral, 6, Admiral, Admiral
Abe Lincoln,  E. Roosevelt,        0, 5, 2, Chinese,     Chinese,     0, -1,  0,     
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, XChinese,    XChinese,    0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 1, Japanese(P), Japanese(P),-1, -1,  1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Europeans,   European,   -1, -1,  1,
Sitting Bull, Sacajawea,           0, 7, 1, Unaligned,   Unaligned,  -1, -1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
.,
.,
.,
.,
.,
.,
.,
.,
.,
.,
.,
.,
.,
.,
.,
.,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Put our Fires,      p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Super Wimpy
Very Wimpy
Wimpy
Easy
Standard
Hard

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













